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Ranger advancement

FredNFredN Member Posts: 245
I'm relatively early on in SoA, so I still have Minsc in my crew. I foolishly gave him Lilacor, and now I have two psychotics in the party. Oh well. Anyway, I noticed that Minsc took a lot longer to gain levels than the rest, so I looked at the profession advancement tables. Wizardly types advance slower than anyone up until level 7. Then all of a sudden the rquirements for Rangers to gain a level shoots way up. By level 9 they need 2x as much experience as a pure magic user. Why? Are rangers so OP compared to everyone else that they have to be held back in order to preserve game balance? I'm just not seeing it.
Note: I am referring to the pure vanilla ranger like MInsc, not one of the subclasses.

Comments

  • jmerryjmerry Member Posts: 4,002
    Don't compare to mages. Compare to pure fighters. Rangers and paladins consistently take about 20% more experience for a given level than pure fighters - that's the price of the spells and various special abilities.

    Also, the XP tables were largely copied from the tabletop game.

    Mages have a different experience table - higher experience costs than fighters at low and high levels, but an odd patch around level 9 where their XP requirements are lower.
    And the druid XP table is just weird.
  • FredNFredN Member Posts: 245
    edited April 8
    Ok fine, lets compare ranger vs fighter. Fighters can achieve Grand Mastery with weapons. I have a half-orc berserker who is wielding Ravager +6. I'll take him over Minsc armed with anything you care to mention. Being immuune to a whole slew of status effects is better than a couple of spells IMO, and when he uses Greater Whirlwind, non-boss enemies tend to pretty much just evaporate. I think his non-berserk THACO is something like -13 if I recall. Now let's compare Ranger to Paladin, since they both use the same experience table. Paladin wins that face off. Keldorn with Carsomyr outperforms Minsc any day. Dorn wielding Ir'revrykal is pretty obnoxious also.
    The one Ranger class that looks decent is the Archer. I haven't tried it myself, but Grand Mastery in a type of bow, plus something like the Tuigan Bow, the Bow of Gesen, or the Firetooth crossbow sounds pretty nasty.
    Post edited by FredN on
  • DinoDinDinoDin Member Posts: 1,622
    The secret to making use of ranger is to use their stealth. Don't put heavy armor on them except in early BG1, where their stealth is too low to be useful/fun. If you're not using the ranger's stealth, then yeah, fighter and paladins will always be superior.

    As such, I think Stalker is the most fun ranger kit to use. It has a great progression throughout the saga, slowly increasing in various powers. Try out a Stalker that relies on the quarterstaff to backstab.

    For a simple demonstration of how a stealthy ranger will help you, simply boot up a new game of SoA. Release Minsc from his cell. Avoid equipping heavy armor. And then go shut down the lightning device in one of the first encounters you will have in the game with a stealthed Minsc. A simple demonstration of what an asset he, or other rangers, can be for your party, but only if you use them correctly.

    I think he's especially great in a party that relies on Imoen for its thieving, as her skill points are limited. Or Valygar is even better. Also, leaving these guys stealthed all the time at the start of combat has a strong tendency to make them not targets in combat. The tiny bit of range Minsc gets with the 2H swords helps here too. Meaning the armor class deficit is less of an issue, with good tactics. You can also invest a bit in potions of defense or invulnerability, just for those small number of fights where you may need him to tank a bit.
  • FredNFredN Member Posts: 245
    Stealth? Hmmm, haven't tried that. I usually use a thief ... a real one, not Nalia or Imoen, for that sort of thing. Minsc is the only real tank I have right now so he is in heavy armor. And indeed, I am planning on dumping Minsc and recruiting Valygar when I can, simply because Valygar is sane and Minsc is overtly psychotic. I'll have to think about this; what armor would you recommend? Studded leather?
  • DinoDinDinoDin Member Posts: 1,622
    Valygar comes with his own armor that's likely the best you'll be able to equip on him for some time. I think it ends up being better than even what you could do if you build your own Stalker. Later on, one of the crafted, dragon scale armors works for him.

    My personal suggestion for his weapon proficiencies is to add two points to quarterstaff and one point to 2h weapon style. And buy the +4 staff from the adventurer's mart. You can have a set up, eventually, where he dual wields katanas for melee combat, uses the quarterstaff for backstabs (or slashing immune/resistant) and also uses the longbow for when that's appropriate. Making him extremely versatile.
  • KhyronKhyron Member Posts: 643
    Shadowdragon scales for Valygar - surely.

    Valy is a favorite of mine, even if he doesn't get the infinitely better abilities of two certain lads who are an inquisitor and berserker.. those two are just mint.

    But to be honest, there's nothing about rangers (possibly except the Archer subclass) that warrants so much slower levelling than fighter.. Grand Mastery is better than anything a ranger can do in most situations.

    One thing rangers and paladins get though, is the Armor of Faith spell.. which combined with Flail of Ages can give you very, very good damage reduction even early in SoA.. combined with warrior HLA Hardiness later on, and they can have 85% resistance to physical damage.. Fighters cap at 60% with Flail of Ages and need other items to go beyond that.

    Physical resistance is much more important than AC later on in the saga.

    Valygar, Minsc and Blackguard McOrcface are the only npc that can get Armor of Faith + Warrior HLA.
  • jmerryjmerry Member Posts: 4,002
    Khyron wrote: »
    Valygar, Minsc and Blackguard McOrcface are the only npc that can get Armor of Faith + Warrior HLA.
    And Jaheira. Though she can't equip that Defender of Easthaven flail, so she's limited to 65% normally.
  • FredNFredN Member Posts: 245
    edited April 9
    >"add two points to quarterstaff and one point to 2h weapon style. And buy the +4 staff from the adventurer's mart."<
    .....OK, now I have to ask: why a quarterstaff for backstabbing? There are a number of one handed weapons around that do decent damage, and if you are concerned about the rare foe that takes reduced damage from edged, there are blunt weapons that can serve. And why dual wield katanas instead of something like Spectral Brand and the Sword of Mask? Well, OK, you could make a case for wielding Ceestial Fury as one of your duo of weapons, but how about Belm or Kundane in the off hand for the extra attack? If you insist on wielding a 2 hander, how about using Lilarcor with it's spell immunities? Lastly, wielding a one handed weapon lets you use a shield. I forget the name, but there's a shield that reflects Beholder rays. Pretty useful when doing the Cult of the Eyeless quest.
    Post edited by FredN on
  • DinoDinDinoDin Member Posts: 1,622
    It's about efficiency. Qstaff will give you the best damage output on backstabs in SoA due to early availability of a +4 option. You will only have so many points to invest. So investing in short swords or other slashing weapon types is frankly a bit of a waste on Valygar imo. In order to overcome most of the challenges of SoA and even ToB without advance knowledge, the simple formula is to try and equip every member of your party with one blunt damage option, one slashing or piercing option, and one ranged option (if possible).

    I also simply don't think it's worth discussing late game, ToB, Cespenar-built weapons on this board. There's a tendency on here to talk about the best items in the game without acknowledging that most of the adventure, you won't play with them!

    You can definitely build Valygar to be tanky with a shield and a katana, I think that's a perfectly fine thing to do instead of dual-wielding. However, the setup I've described gives you 1. blunt option, 2. high dmg backstab options, 3. slashing option, 4. ranged option, all with only having to invest 3 pips beyond Valygar's base investments. You're simply not going to get as effective of versatility, especially in the SoA part, with other set ups.

    Frankly, I also think the inventory system is crap, and players are better off not hauling around a bunch of gear in their inventory slots and should instead just liquidate extra gear into gold. But, again, that's my personal taste. Obviously with bags of holding, etc, you can haul around whatever, but you're adding alot of tedious, repetitive inventory management to your play time.
  • FredNFredN Member Posts: 245
    edited April 9
    .....OK, it is true that I am using weapon examples that are not available until ToB. So then, let's backtrack a bit. I understand your point about a +4 weapon being available early in the game, but how about Lilarcor as a weapon? +3 isn't that much worse than +4 as far as THACO is concerned, and Lilarcor grants the wielder immunity to charm and confuxion. It is also available pretty early in the campaign. Early on, all those enemy shamans and mages love to toss chaos spells around, and IMO immunity to that sort of nonsense is well worth the loss of 1 from THACO. As for blunt damage, there are a couple of decent maces and war hammers available at the Adventure Mart.
    .....And ranged weapons are a shoe in. I grabbed the +3 Elven Court bow very early on, from the Golem room in Nalia's Keep. +1 arrows are pretty easy to come by as well.
  • FredNFredN Member Posts: 245
    edited April 9
    Inverntory can be annotying, but there are a few things you can get fairly soon to help with that. Between Adventure Mart and looting stuff in Watcher's Keep, I scored a gem bag, scroll case, potion case and ammunition cannister. You can also just stuff items on an empty crate or something, until a Bag of Holding becomes available. Note: If you recruit Hexxat, her coffin can be used as a Bag of Holding. She does come with a fair amount of baggage, but she is also the best thief on the game, given her Vampitic immunities and powers.
  • jmerryjmerry Member Posts: 4,002
    When you're setting up a backstab, you tend not to care about defenses. After all, the enemies don't see you. And Lilarcor? You can't backstab with a two-handed sword.

    Oh, and the most powerful backstab weapons? In SoA, it's the Staff of Striking. You can buy that in some temple shops, though it has limited charges. In ToB, it's the Staff of the Ram. Backwhacking with a staff is highly effective throughout the entire series.
  • DinoDinDinoDin Member Posts: 1,622
    One reason I single out the +4 staff is that it doubles as both a strong backstabbing weapon and a solution to the most common enemy immunity/resistances you will encounter in SoA. Either slashing/piercing or low enchantment. I think the staff is a great early investment for *any* party, but it's an especially great early investment if someone can backstab with it.

    A side not, but the reason I focus on early-acquirable gear is that's when the player has the most choices to make. ToB is pretty linear, doesn't have many purchase-able top tier weapons. Much harder for newer players to know what to buy/equip in Chapter 2 than what to use while standing next to Cespenar.
  • FredNFredN Member Posts: 245
    Hmm, my problem is that I have never used a ranger for backstabbing at all; akways has been a thief type, using one handed weapon. This is new ground for me.
  • KhyronKhyron Member Posts: 643
    jmerry wrote: »
    Khyron wrote: »
    Valygar, Minsc and Blackguard McOrcface are the only npc that can get Armor of Faith + Warrior HLA.
    And Jaheira. Though she can't equip that Defender of Easthaven flail, so she's limited to 65% normally.

    Ya, chose to not count her due to no Flail. Should have been more precise on that.
  • FredNFredN Member Posts: 245
    edited April 9
    .....The description of the Flail of Ages states specifically that is it not usable by Fighter/Druids. So, the designers definitely didn't want her to be able to use this weapon. One wonders why Druids are so restricted in weapons that they can use. I mean, it makes sense that a class like mages are restricted, since they fight primarily with spells. But I would classify druids more like rangers, in that they are expected to use both spells and weapons.
    .....Let me expand on this. Jaheria is a multi-class, not dual class. Fighter mages are multi-class also, and they can use all wepaons available for fighters. Jahera is a multi-class, but cannot use all weapons available for fighters. This seems to me like an inherent contradiction in the rules. All multi-class combinations should be treated alike.
    .....Obviously, game designers can define character classes any way they want, like requiring gnome fighter/mages to be illusionists. I am just curious about the rationale here.
    Post edited by FredN on
  • jmerryjmerry Member Posts: 4,002
    edited April 9
    Actually, the description of those usability restrictions is automatically generated based on the weapon's flags. In the EE, anyway.

    As for what weapons druids can use ... that's a matter of some weird pseudo-historical flavor decisions by the designers of D&D. The computer game just copied from the tabletop game.
    (Everything about D&D druids before 3rd edition is weird)
  • FredNFredN Member Posts: 245
    I have no quarrel with restricting the weapons a single class Druid can use, any more than I have a problem with what weapons a single class mage can wield. My complaint is about the contradiction that F/M multi class follows different rules from the F/D mutliclass. There is no logical basis for this, just the whim of the designers.
  • jmerryjmerry Member Posts: 4,002
    There is a logical basis. Cleric and druid weapon restrictions are ideological; their religion doesn't allow them to wield those other weapons. Thief and mage weapon restrictions are skill-based; they haven't learned how to use those other weapons.

    So a cleric or druid multiclass keeps the class's weapon bans, and a thief or mage multiclass allows anything the other class can use.
  • FredNFredN Member Posts: 245
    edited April 9
    Ah; I hadn't considered ideology and/or divine prohibitions. OK, I understand that rationale; makes a bit more sense now. Seems a bit shortsighted of the various deities to arbitrarily restrict the methods their devotees can use, but then I have never considered religion to be very logical in the first place. :*
    Addendum: I suspect the designers implemented this on the basis of what happened in RL. Long ago, there was a Church decree that prohibited militant priests from using edged weapons in combat; they weren't allowed to shed blood. Apparently, bashing an opponent's head in with a mace or war hammer was perfectly fine. Deus vult!
  • atcDaveatcDave Member Posts: 2,497
    Yes the blunt weapon restriction for generic clerics came about exactly as you say. It seemed fitting for the game’s original medieval-fantasy vibe. Obviously if we’re using a different mythos (like the Forgotten Realms) it makes more sense to look at each priesthood individually. And in fact, 2E PnP rules recommend this. Designing a unique set of restrictions and abilities for each unique priesthood in your game.
    I always ran a Greek mythology inspired game, so naturally I had Cleric of Poseidon allowed to use tridents. Clerics of Apollo could use bows. Clerics of Athena could use any melee weapon but no missile weapons. Etc….
    There are a couple mods for the IE games that do something similar. I find this aids immersion and story-telling immensely. But of course the base game simply goes with base rules and a generic cleric (with some very minor tweaks for a limited number of “cleric kits”).

    It also might be worth mentioning there was originally some play balance reasons for this too. In 1E (and earlier, D&D Basic and White Box) there was no Weapon Specialization. And everyone starts with a 20 Thaco. So literally the only thing separating a 1st level cleric and a 1st level fighter in combat would be a d8 vs a d10 hit die; without weapon restrictions. So the restrictions further widened the difference between clerics and fighters in pure combat.
    Obviously, once weapon specialization entered the game (originally in Dragon Magazine, then in Unearthed Arcana. What is sometimes referred to as 1.5E) fighters had something special that clerics did not. And I think, in an instant, cleric weapon restrictions became meaningless (from a gameplay perspective).
  • DinoDinDinoDin Member Posts: 1,622
    I think the divine caster restrictions work out pretty well in the ruleset, honestly. They make classes feel like a stronger commitment. Something is lost in the later editions where these restrictions are a lot looser.

    Some players complain about freedom, but I think it's short-sighted. The games become less interesting when the classes are more similar.
  • atcDaveatcDave Member Posts: 2,497
    Yes DinoDon, ultimately I agree exactly with this. It doesn’t matter to me exactly what those restrictions are, but I think it’s important that any clerical type character actually *play* the character and be aware of what the demands of their faith are. Having very specific weapon and/or armor restrictions is an excellent starting point for this.
  • JQuailmanJQuailman Member Posts: 56
    1momevda7ppi.png

    To give you an idea of possible damage output with a Qstaff. Granted this is from TOB against myconids with a multiclass fighter/thief and the best staff in the game upgraded.
  • jmerryjmerry Member Posts: 4,002
    And that's not even a good roll.
  • JQuailmanJQuailman Member Posts: 56
    jmerry wrote: »
    And that's not even a good roll.

    Nope! It’s a truly lethal combo in TOB.
  • FredNFredN Member Posts: 245
    A reasonably effective demonstration. Alas, my crew cannot emulate it very effectively. Currently, the members of my crew who can backstab are Yoshimo and Jan. Yoshimo has zero skill with a quartestaff; Jan does have quarterstaff skill, but his thief abilities of hide in shadows and move silently are abyssmally awful. I suppose he could go invisible, assuming none of the enemy have detect invisible or true sight in effect. But he's going to be dismissed as soon as his quest line is finished; I dislike multi-classed companions due to slower rate of advancement.
  • DinoDinDinoDin Member Posts: 1,622
    Don't feel like you *have* to use backstab. It's actually a large commitment of your character's potential actions to repeatedly backstab in combat. It's not even always great. Jan, for example, can get high backstabs, but the cost of setting him up for backstabs means you're not just standing there and casting his super strong offensive mage spells. And he's probably doing more for your party as a caster.

    The only reason I brought it up, was to note that rangers absolutely should make use of their stealth as a way to take advantage of the class. And not feel like you simply have a weaker version of a fighter. And to note that Qstaff is probably the best long-term option for Valygar or a custom-made Stalker.
  • atcDaveatcDave Member Posts: 2,497
    Its also important to develop your character and gameplay the way *you* like to play. For backstabbing, in 25 years of playing, I've successfully done it once and that was about 6 months ago. It just doesn't interest me as tactic, playstyle or role play. That's how a lot of the game is. I like to play good, I've played Paladins and the good-aligned kits dozens of times. Because its what I like and how its how I relate to a story.
    I understand that sneaking and backstabbing can be a terrific and effective way to build a character and team. But as the cliche goes, you be you.
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